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Hardware 3D on GBA ?   Message List  
Reply | Forward Message #7177 of 15019 |
Re: [gbadev] Hardware 3D on GBA ?

Hello The,

TNH> So my question is, does anyone think it would be possible to incorporate
TNH> some kind of 3D video chipset in a cart, which would do the render of
scenes
TNH> and blit it awesomely fast on the screen, for example in mode 3 or 4 ?

entire possibly i'd say... there were games on snes that did exactly
that ... probably wont happen to soon though, ppl will push doom or
descent - alike engine to its limits before and then, if gba games
still promise enough profit, they'll consider adding special "fx
chips" (as they were called in snes times) - the whole manufacturing
process will be MUCH more expensive than it already is with standard
carts.

--
Best regards,
groepaz mailto:groepaz@...






Mon Oct 1, 2001 8:08 pm

groepaz@...
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Message #7177 of 15019 |
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... You might like to take a look at http://www.cjpinder.clara.co.uk/elite.html - that's a "port" of the original BBC elite into C code (reverse engineered...
Richard Munn
benjymous@...
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Oct 2, 2001
1:22 pm

Hello The, TNH> So my question is, does anyone think it would be possible to incorporate TNH> some kind of 3D video chipset in a cart, which would do the...
groepaz
groepaz@...
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Oct 2, 2001
12:05 pm

Very true, the AGB is a *very* fast bit of kit. I'm used to coding low level for the old Atari ST, where a decent mod player would take 20-25%+ CPU time. I...
James Boulton
jim@...
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Oct 2, 2001
1:20 pm

... Ah, well, you can download the source to an open source elite clone which is pretty much 100% faithful to the original (based on the BBC source code). It's...
James Boulton
jim@...
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Oct 2, 2001
1:30 pm

... Hash: SHA1 h, well, you can download the source to an open source elite clone which ... Where from? - -- Tom "Tomahawk" Badran Department of Computing,...
Tom Badran
tb100@...
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Oct 3, 2001
11:12 am

YES!!! Well said. All it takes is real effort. ;) ... From: "Mike Watts" <starboy@...> To: <gbadev@yahoogroups.com> Sent: Tuesday, October 02,...
Daniel
webmaster@...
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Oct 2, 2001
1:46 pm

Weird, I've found the opposite, I'm on commercial and private GBA products and find it far easier to spend a good amount of time just hammering away at ASM for...
marcus lynn
marcus@...
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Oct 2, 2001
1:46 pm

Well, maybe I just work for the wrong people. I just get no time to optimise or rewrite in ASM at all. Mores the pity. I loved writing in ASM. Amiga, SNES,...
Francis Lillie
francis_lillie@...
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Oct 2, 2001
2:26 pm

... Ah! The good 'ole Novatel! That brings back a few memories - hehe!...
Chaz Bocock
chaz@...
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Oct 2, 2001
11:18 pm

It's just a pity we have no divide in the ARM instruction set. Even in the old days of fixed point maths under DOS there wasn't that problem. Best, Andy ...
Andrew Cox
andrew.h.cox@...
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Oct 2, 2001
4:58 pm

Elite did a rather fine job on the BBC with not a hardware divide in sight, or a hardware multiply for that matter. At least the ARM has a multiply so a good...
Dave Murphy
davem@...
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Oct 2, 2001
5:09 pm

Yeah, but even that wouldn't be so great a problem if only they'd done a HW divide like on the SNES. That came in VERY handy for Worms on the SNES. Bu then...
Francis Lillie
francis_lillie@...
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Oct 2, 2001
5:18 pm

... If it was possible on Snes with SuperFX (Starfox, Vortex, etc...) I don't see why it shouldn't be on AGB. Problem will be shifted on the lasting of...
Davide Inglima - lima...
limacat@...
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Oct 2, 2001
5:00 pm

Also, the SuperFX ran at around 11 Mhz if I remember correctly. Frio ... From: Davide Inglima - limaCAT [mailto:limacat@...] Sent: Tuesday, October 02,...
Francesco Iorio
francescoi@...
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Oct 2, 2001
5:18 pm

... That would imply that any add-on chip would suck way too much energy... and that we should rely on Gba capabilities only :( * Please note: silly dreams...
Davide Inglima - lima...
limacat@...
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Oct 3, 2001
8:27 pm

... Ah, why is that a problem?! It's not difficult to implement a divide... That's defeatism at it's best! :) --Jim...
James Boulton
jim@...
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Oct 2, 2001
5:18 pm

But just about every problem that requires divides can be achieved with reciprical tables of some sort, written 2 3D engines on it and so far haven't really...
marcus lynn
marcus@...
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Oct 2, 2001
5:19 pm

Yeah, a reciprocal is what you are after for projection (which was the main thing on my mind). An idea I have is to polish a best-guess at the reciprocal which...
Andrew Cox
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Oct 2, 2001
11:12 pm

hmm, from what i ve seen so far, i'd say elite/x-wing style games (flat filled poly worlds) and doom/wolf engines (vert/horiz scan line renderers) are entirely...
Morten Pedersen
escapekey@...
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Oct 2, 2001
11:16 pm

In message <01ca01c14b7b$cddd0840$0500a8c0@esc1200> ... a standard texturemapper fetching the texture data from rom takes 10.5 cycles per pixel. ... actually...
Dennis Ranke
exoticorn@...
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Oct 4, 2001
8:13 am

I'm *thinking* of doing an OpenGL compliant 3D library for the GBA. Prob simply called 'OpenGLA' (well maybe). What do people think. Would it be worth me...
Jamie Stanley
jamie@...
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Oct 3, 2001
8:27 am

Wednesday, October 03, 2001, 9:47:13 AM, you wrote: JS> I'm *thinking* of doing an OpenGL compliant 3D library for the GBA. JS> Prob simply called 'OpenGLA'...
daveP.
daveP@...
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Oct 3, 2001
7:03 pm

... just my $.02 why not consider 15fps (take it up to 28 cycles per pixel), and have a hud on the bottom of the screen thats 16 pixels tall, taking off 16*240...
Roger Levy
trip_N_Save@...
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Oct 3, 2001
6:36 pm

matrix stacks, zbuffers, floating point... been away from D3D long, have you? :-) it could potentially be used for quick prototypes though, but doubt it would ...
Morten Pedersen
escapekey@...
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Oct 3, 2001
8:24 pm

well, the support for the textures is just a matter of writing the microcode to do it... The SuperFX chip was nothing else than a small programmable cpu. I...
oirf@...
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Oct 4, 2001
12:43 pm

I don't think OpenGL on the GBA is practical. The Z-buffer does consume a lot of memory (one entry for every pixel at the z-buffer resolution. IE: for a 16...
Jeff
jeff@...
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Oct 4, 2001
12:46 pm

I know for a fact you can draw flat-shaded triangles (inner loop) with a single ARM store instruction with post increment(= 2 cycles), in Mode 3/5, as I've...
Mark Wayland
mwayland@...
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Oct 4, 2001
12:46 pm

I dont see the point. OpenGL exists because its good to have a library of standard grahics methods. Primarely with porting in mind. You'll never port anything...
Thomas Nielsen [Lifto...
thomasn@...
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Oct 4, 2001
12:47 pm

... would it pay off, for often used textures, to dma them into internal or even external ram? if only the damn dma didnt tie up the cpu as on any other ...
Morten Pedersen
escapekey@...
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Oct 4, 2001
12:47 pm

In message <007401c14ccf$8bfdc590$0500a8c0@esc1200> ... yes, external ram is one cycle faster, internal ram 3 cycles. however, there just isn't much internal...
Dennis Ranke
exoticorn@...
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Oct 4, 2001
1:02 pm
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